一年前的Java作业,模拟游戏玩家战斗

说明:一年前写的作业,感觉挺有意思的,将源码分享给大家。 刚开始看题也觉得很难,不过写着写着思路更加清晰,发现也没有想象中的那么难。

一、作业题目描述:

题目:模拟游戏玩家战斗

1.1 基础功能描述:

假设有两个玩家控制的角色 A 和 B,存在一个怪物 M,A 和 B 的任务是要击败怪物 M,获得胜利。A、B 和 M 的信息如下角色 A:

      生命值:100 初始攻击力数值:10,一次只攻击一个目标初始防御力数值:2 当前经验值:1000

当前等级:10 攻击目标时触发暴击的概率为 20%,触发后,攻击力增加 50% 受击时触发护盾的概率为 20%,触发后,防御力增加 10% 角色 B:       生命值:110  初始攻击力数值:12,一次只攻击一次目标  初始防御力数值:3 当前经验值:2000 当前等级:15  攻击目标时触发暴击的概率为 25%,触发后,攻击力增加 30%       受击时触发护盾的概率为 30%,触发后,防御力增加 15% 怪物 M:

生命值:200

       初始攻击力数值:8,一次攻击可对多个目标造成同等伤害  初始防御力数值:5  攻击目标时触发暴击的概率为 20%,触发后,攻击力增加 50%         受击时触发护盾的概率为 10%,触发后,防御力增加 10%

 

1.2 奖励功能描述:

       只有角色战斗胜利时,才可发放奖励。

 奖励有两种方案:rwd-a 和 rwd-b,其中触发 rwd-a 的概率是 40%,触发 rwd-b 的概率是 60%

      奖励方案 rwd-a:

     在以下 5 种物品中根据概率抽取一个奖励给玩家,同时获得 200*当前等级 的经验值。物品列表和概率如下:

物品

概率

金刚石

20%

红宝石

20%

乾坤袋

10%

如意丹

20%

金柳露

30%

 

奖励方案 rwd-b:

      在以下 6 种奖励中根据概率抽取一个奖励给玩家,同时获得 100*当前等级 的经验值。物品列表和概率如下:

物品

概率

净瓶甘露

10%

人参果

10%

藏宝图

30%

黑宝石

20%

上古灵符

15%

避水珠

15%

1.3 战斗规则:

  1. 从 main 方法主入口开启模拟战斗
  2. 当怪物 M 的生命值为 0 时,战斗胜利,调用奖励系统给角色 A 和 B 发放奖励(发放逻辑见上述的奖励系统描述),程序结束
  3. 当角色 A 和 B 的生命值都为 0 时,战斗失败,程序结束
  4. 当某个对象生命值为 0,且战斗未结束时,该对象不能再进行攻击
  5. 每次被攻击对象受到的伤害值 = 攻击者当前的攻击力 – 被攻击者当前的防御力
  6. 同时攻击力和暴击概率有关,防御力和护盾概率有关,每次攻击时要重新计算伤害值
  7. A、B 和 M 每次的出手攻击顺序,可以指定顺序,也可以随机顺序

 

1.4 作业要求:

  1. 使用 Java 面向对象的程序设计方式(包含封装、继承和多态特性)模拟实现上述战斗逻辑
  2. 将每次攻击的过程(A、B 和 M 的攻击力,防御力,受到攻击的伤害值和剩余的生命值,以及攻击对象)打印出来,输出格式不限,但要清晰直观
  3. 战斗胜利时(可自行调整数值,一定要跑到一次战斗胜利),将奖励信息打印出来(包括调用了哪种奖励方案,最终获得了哪些奖励),输出格式不限,但要清晰直观

 二、写作业

说明:当时只想着快点写完所以写的比较冗余,各角色的操作直接写在了Main.java中了,最后也是用了一个多小时完成了。

2.1 文件格式:

|---- gameFight

        |---- src

                |---- role

                        |---- role.java

                        |---- roleMonster.java

                        |---- rolePlayer.java

                |---- Main.java

 2.2 代码:

2.2.1 role.java :

package role;

public class role {
    private String name;
    private float health; //生命值
    private float primaryAttack;  //初始攻击力
    private float pirmaryDefense; //初始防御

    private float criticalAttack; //暴击时的攻击力

    private float criticalDefense; //触发防御加强

    public String getName() {
        return name;
    }

    public void setName(String name) {
        this.name = name;
    }

    public float getHealth() {
        return health;
    }

    public void setHealth(float health) {
        this.health = health;
    }

    public float getPrimaryAttack() {
        return primaryAttack;
    }

    public void setPrimaryAttack(float primaryAttack) {
        this.primaryAttack = primaryAttack;
    }

    public float getPirmaryDefense() {
        return pirmaryDefense;
    }

    public void setPirmaryDefense(float pirmaryDefense) {
        this.pirmaryDefense = pirmaryDefense;
    }

    public float getCriticalAttack() {
        return criticalAttack;
    }

    public void setCriticalAttack(float criticalAttack) {
        this.criticalAttack = criticalAttack;
    }

    public float getCriticalDefense() {
        return criticalDefense;
    }

    public void setCriticalDefense(float criticalDefense) {
        this.criticalDefense = criticalDefense;
    }

}

2.2.2 roleMonster.java :

package role;

public class roleMonster extends role{

    public roleMonster(String name,float health,float primaryAttack,float primaryDefense,float criticalAttack,float criticalDenfense) {
        this.setName(name);
        this.setHealth(health);
        this.setPrimaryAttack(primaryAttack);
        this.setPirmaryDefense(primaryDefense);
        this.setCriticalAttack(criticalAttack);
        this.setCriticalDefense(criticalDenfense);
    }


}

2.2.3 rolePlayer.java :

package role;

public class rolePlayer extends role{

    private int experience; //当前经验值

   private int grade;  //当前等级

    public rolePlayer(String name,float health,float primaryAttack,float primartDefense,int experience, int grade ,float criticalAttack,float criticalDenfense) {

        this.setName(name);
        this.setHealth(health);
        this.setPrimaryAttack(primaryAttack);
        this.setPirmaryDefense(primartDefense);
        this.experience = experience;
        this.grade = grade;
        this.setCriticalAttack(criticalAttack);
        this.setCriticalDefense(criticalDenfense);

    }

    public int getExperience() {
        return experience;
    }

    public void setExperience(int experience) {
        this.experience = experience;
    }

    public int getGrade() {
        return grade;
    }

    public void setGrade(int grade) {
        this.grade = grade;
    }


}

2.2.4 Main.java

import role.roleMonster;
import role.rolePlayer;

import java.util.Random;

public class Main {


    public static void main(String[] args) {
        //创建玩家roleA,roleB 怪兽roleM
        roleMonster roleM = new roleMonster("roleM",200,8,5, (float) (8*1.5), (float) (5*1.1));
        rolePlayer roleA = new rolePlayer("roleA",100,10,2,1000,10,(float)(10*1.5),(float)(2*1.1));
        rolePlayer roleB = new rolePlayer("roleB",110,12,3,2000,15,(float) (12*1.3),(float) (3*1.15));

        //战斗过程
        fightProcess(roleA,roleB,roleM);

        //结束战斗过程后,如果怪兽roleM的生命值还大于0则存活,说明玩家被怪兽打败,玩家拿不到奖励
        if (roleM.getHealth()>0){
            System.out.println("战斗失败!");
        }else{
            System.out.println("战斗成功!");
            //结束战斗后如果玩家roleA还存活则获得奖品
            getReward(roleA);
            //结束战斗后如果玩家roleB还存活则获得奖品
            getReward(roleB);
        }

    }

    //p1代表攻击目标时触发暴击的概率,因为p的取值为为0-1,如果p1大于p的取值范围则不触发,小于等于则触发
    static boolean raiseAttack(double p1){
        Random rand = new Random();
        float p = rand.nextFloat();
        if(p>p1){
            return false;
        }else{
            return true;
        }
    }

    //p2代表受击时触发护盾的概率,因为p的取值为为0-1,如果p2大于p的取值范围则不触发,小于等于则触发
    static boolean raiseDefense(double p2){
        Random rand = new Random();
        float p = rand.nextFloat();
        if(p>p2){
            return false;
        }else{
            return true;
        }
    }

    static void fightProcess(rolePlayer roleA,rolePlayer roleB,roleMonster roleM){
        boolean raiseAttack;
        boolean raiseDefense;

        //结束条件是玩家roleA和玩家roleB的都为死亡状态或者怪兽roleM为死亡状态 (血量同时小于等于0为死亡状态)
        while((roleA.getHealth()>0||roleB.getHealth()>0)&&roleM.getHealth()>0){
            //因为可以指定攻击顺序,这里我就让指定攻击顺序为roleA,roleB,roleM

            //如果玩家roleA存在和怪兽roleM都存在,roleA才能对怪兽roleM进行攻击
            if(roleA.getHealth()>0&&roleM.getHealth()>0){
                raiseAttack=raiseAttack(0.2);   //roleA攻击目标时触发暴击的概率为 20%
                raiseDefense=raiseDefense(0.1); //roleM受击时触发护盾的概率为 10%

                //如果roleA不触发暴击攻击和roleM不触发提高防御
                if(!raiseAttack &&!raiseDefense){
                    roleM.setHealth(roleM.getHealth()-(roleA.getPrimaryAttack()-roleM.getPirmaryDefense()));
                    printProcess(roleA,roleM,"000");
                }

                //如果roleA不触发暴击攻击和roleM触发提高防御
                if(!raiseAttack && raiseDefense) {
                    roleM.setHealth(roleM.getHealth()-(roleA.getPrimaryAttack()-roleM.getCriticalDefense()));
                    printProcess(roleA,roleM,"001");
                }


                //如果roleA触发暴击攻击和roleM不触发提高防御
                if(raiseAttack &&!raiseDefense){
                    roleM.setHealth(roleM.getHealth()-(roleA.getCriticalAttack()-roleM.getPirmaryDefense()));
                    printProcess(roleA,roleM,"010");
                }

                //如果roleA触发暴击攻击和roleM触发提高防御
                if(raiseAttack && raiseDefense){
                    roleM.setHealth(roleM.getHealth()-(roleA.getCriticalAttack()-roleM.getCriticalDefense()));
                    printProcess(roleA,roleM,"011");
                }

            }

            //如果玩家roleB存在和怪兽roleM都存在,roleB才能对怪兽roleM进行攻击
            if(roleB.getHealth()>0&&roleM.getHealth()>0){
                raiseAttack=raiseAttack(0.25);  //roleB攻击目标时触发暴击的概率为 25%
                raiseDefense=raiseDefense(0.1); //roleM受击时触发护盾的概率为 10%
                //如果roleB不触发暴击攻击和roleM不触发提高防御
                if(!raiseAttack &&!raiseDefense){
                    roleM.setHealth(roleM.getHealth()-(roleB.getPrimaryAttack()-roleM.getPirmaryDefense()));
                    printProcess(roleB,roleM,"000");
                }

                //如果roleB不触发暴击攻击和roleM触发提高防御
                if(!raiseAttack && raiseDefense){
                    roleM.setHealth(roleM.getHealth()-(roleB.getPrimaryAttack()-roleM.getCriticalDefense()));
                    printProcess(roleB,roleM,"001");
                }

                //如果roleB触发暴击攻击和roleM不触发提高防御
                if(raiseAttack &&!raiseDefense){
                    roleM.setHealth(roleM.getHealth()-(roleB.getCriticalAttack()-roleM.getPirmaryDefense()));
                    printProcess(roleB,roleM,"010");
                }

                //如果roleB触发暴击攻击和roleM触发提高防御
                if(raiseAttack && raiseDefense){
                    roleM.setHealth(roleM.getHealth()-(roleB.getCriticalAttack()-roleM.getCriticalDefense()));
                    printProcess(roleB,roleM,"011");
                }


            }

            //若怪兽还存活,则进行攻击玩家,玩家roleA还存活则受到怪兽roleM的攻击
            if(roleM.getHealth()>0&&roleA.getHealth()>0){
                raiseAttack=raiseAttack(0.2);   roleM攻击目标时触发暴击的概率为 20%
                raiseDefense=raiseDefense(0.2); //roleA受击时触发护盾的概率为 20%,
                //如果roleM不触发暴击攻击和roleA不触发提高防御
                if(!raiseAttack &&!raiseDefense){
                    roleA.setHealth(roleA.getHealth()-(roleM.getPrimaryAttack()-roleA.getPirmaryDefense()));
                    printProcess(roleA,roleM,"100");
                }


                //如果roleM不触发暴击攻击和roleA触发提高防御
                if(!raiseAttack && raiseDefense){
                    roleA.setHealth(roleA.getHealth()-(roleM.getPrimaryAttack()-roleA.getCriticalDefense()));
                    printProcess(roleA,roleM,"101");
                }


                //如果roleM触发暴击攻击和roleA不触发提高防御
                if(raiseAttack &&!raiseDefense){
                    roleA.setHealth(roleA.getHealth()-(roleM.getCriticalAttack()-roleA.getPirmaryDefense()));
                    printProcess(roleA,roleM,"110");
                }

                //如果roleM触发暴击攻击和roleA触发提高防御
                if(raiseAttack && raiseDefense){
                    roleA.setHealth(roleA.getHealth()-(roleM.getCriticalAttack()-roleA.getCriticalDefense()));
                    printProcess(roleA,roleM,"111");
                }
            }

            //若怪兽还存活,则进行攻击玩家,玩家roleB还存活则受到怪兽roleM的攻击
            if(roleM.getHealth()>0&&roleB.getHealth()>0){
                raiseAttack=raiseAttack(0.2);   //roleM攻击目标时触发暴击的概率为 20%
                raiseDefense=raiseDefense(0.3); //roleB受击时触发护盾的概率为 30%,
                //如果roleM不触发暴击攻击和roleB不触发提高防御
                if(!raiseAttack && !raiseDefense){
                    roleB.setHealth(roleB.getHealth()-(roleM.getPrimaryAttack()-roleB.getPirmaryDefense()));
                    printProcess(roleB,roleM,"100");
                }

                //如果roleM不触发暴击攻击和roleB触发提高防御
                if(!raiseAttack && raiseDefense){
                    roleB.setHealth(roleB.getHealth()-(roleM.getPrimaryAttack()-roleB.getCriticalDefense()));
                    printProcess(roleB,roleM,"101");
                }

                //如果roleM触发暴击攻击和roleB不触发提高防御
                if(raiseAttack && !raiseDefense){
                    roleB.setHealth(roleB.getHealth()-(roleM.getCriticalAttack()-roleB.getPirmaryDefense()));
                    printProcess(roleB,roleM,"110");
                }

                //如果roleM触发暴击攻击和roleB触发提高防御
                if(raiseAttack && raiseDefense){
                    roleB.setHealth(roleB.getHealth()-(roleM.getCriticalAttack()-roleB.getCriticalDefense()));
                    printProcess(roleB,roleM,"111");
                }

            }

        }
    }

    static void getReward(rolePlayer role){
        if(role.getHealth()>0){
            Random rand = new Random();
            int p = rand.nextInt(10);
            //获得p<4时获得pwd-a的奖励,否则获得pwd-b的奖励
            if(p<4){
                role.setExperience(role.getExperience()+role.getGrade()*200); //获取相应经验值
                System.out.print("玩家"+role.getName()+"获得奖励方案pwd-a的经验值:"+role.getGrade()*200);
                int p1 = rand.nextInt(100);
                System.out.print(" 获得物品奖励: ");
                if(p1<20){
                    System.out.println("金刚石");
                }else if(p1<40){
                    System.out.println("红宝石");
                }else if(p1<50){
                    System.out.println("乾坤袋");
                }else if(p1<70){
                    System.out.println("如意丹");
                }else{
                    System.out.println("金柳露");
                }

            }else{
                role.setExperience(role.getExperience()+role.getGrade()*100);
                System.out.print("玩家"+role.getName()+"获得奖励方案pwd-b的经验值:"+role.getGrade()*100);
                int p1 = rand.nextInt(100);
                System.out.print(" 获得物品奖励: ");
                if(p1<10){
                    System.out.println("净瓶甘露");
                }else if(p1<20){
                    System.out.println("人参果");
                }else if(p1<50){
                    System.out.println("藏宝图");
                }else if(p1<70){
                    System.out.println("黑宝石");
                }else if(p1<85){
                    System.out.println("上古灵符");
                }else{
                    System.out.println("避水珠");
                }

            }


        }
    }


    /*输出每个战斗过程结果,signal的百位:0表示玩家攻击怪兽,1表示怪兽攻击玩家;
    signal的十位是代表攻击方:0表示是普通攻击,1表示暴击攻击;signal的个位是代表防守方:0表示普通防御,1表示触发护盾提高防御;
    例如:signal=011 是玩家攻击怪兽,玩家暴击攻击怪兽,同时怪兽触发护盾提高防御*/
    static void printProcess(rolePlayer player,roleMonster monster,String signal){
        switch (signal){
            case "000":
                System.out.println(
                        "攻击方:\n玩家:"+player.getName()
                                + "\n玩家的血量:"+player.getHealth()
                                + "\n玩家的攻击力:"+player.getPrimaryAttack());
                System.out.println(
                        "防御方:\n怪兽:"+monster.getName()
                                +"\n怪兽受到的伤害:"+(player.getPrimaryAttack()- monster.getPirmaryDefense())
                                +"\n怪兽剩余的血量:"+monster.getHealth()
                                +"\n怪兽的防御力:"+monster.getPirmaryDefense());
                break;
            case "001":
                System.out.println(
                        "攻击方:\n玩家:"+player.getName()
                                + "\n玩家的血量:"+player.getHealth()
                                + "\n玩家的攻击力:"+player.getPrimaryAttack());
                System.out.println(
                        "防御方:\n怪兽:"+monster.getName()
                                +"\n怪兽受到的伤害:"+(player.getPrimaryAttack()- monster.getCriticalDefense())
                                +"\n怪兽剩余的血量:"+monster.getHealth()
                                +"\n怪兽的防御力:"+monster.getCriticalDefense());
                break;
            case "010":
                System.out.println(
                        "攻击方:\n玩家:"+player.getName()
                                + "\n玩家的血量:"+player.getHealth()
                                + "\n玩家的攻击力:"+player.getCriticalAttack());
                System.out.println(
                        "防御方:\n怪兽:"+monster.getName()
                                +"\n怪兽受到的伤害:"+(player.getCriticalAttack()- monster.getPirmaryDefense())
                                +"\n怪兽剩余的血量:"+monster.getHealth()
                                +"\n怪兽的防御力:"+monster.getPirmaryDefense());
                break;
            case "011":
                System.out.println(
                        "攻击方:\n玩家:"+player.getName()
                                + "\n玩家的血量:"+player.getHealth()
                                + "\n玩家的攻击力:"+player.getCriticalAttack());
                System.out.println(
                        "防御方:\n怪兽:"+monster.getName()
                                +"\n怪兽受到的伤害:"+(player.getCriticalAttack()- monster.getCriticalDefense())
                                +"\n怪兽剩余的血量:"+monster.getHealth()
                                +"\n怪兽的防御力:"+monster.getCriticalDefense());
                break;
            case "100":
                System.out.println(
                        "攻击方:\n怪兽:"+monster.getName()
                                + "\n怪兽的血量:"+monster.getHealth()
                                + "\n怪兽的攻击力:"+monster.getPrimaryAttack());
                System.out.println(
                        "防守方:\n玩家:"+player.getName()
                                +"\n玩家受到的伤害:"+(monster.getPrimaryAttack() - player.getPirmaryDefense())
                                + "\n玩家剩余的血量:"+player.getHealth()
                                +"\n玩家的防御力:"+player.getPirmaryDefense());
                break;
            case "101":
                System.out.println(
                        "攻击方:\n怪兽:"+monster.getName()
                                + "\n怪兽的血量:"+monster.getHealth()
                                + "\n怪兽的攻击力:"+monster.getPrimaryAttack());
                System.out.println(
                        "防守方:\n玩家:"+player.getName()
                                +"\n玩家受到的伤害:"+(monster.getPrimaryAttack() - player.getCriticalDefense())
                                + "\n玩家剩余的血量:"+player.getHealth()
                                +"\n玩家的防御力:"+player.getCriticalDefense());
                break;
            case "110":
                System.out.println(
                        "攻击方:\n怪兽:"+monster.getName()
                                + "\n怪兽的血量:"+monster.getHealth()
                                + "\n怪兽的攻击力:"+monster.getCriticalAttack());
                System.out.println(
                        "防守方:\n玩家:"+player.getName()
                                +"\n玩家受到的伤害:"+(monster.getCriticalAttack() - player.getPirmaryDefense())
                                + "\n玩家剩余的血量:"+player.getHealth()
                                +"\n玩家的防御力:"+player.getPirmaryDefense());
                break;
            case "111":
                System.out.println(
                        "攻击方:\n怪兽:"+monster.getName()
                                + "\n怪兽的血量:"+monster.getHealth()
                                + "\n怪兽的攻击力:"+monster.getCriticalAttack());
                System.out.println(
                        "防守方:\n玩家:"+player.getName()
                                +"\n玩家受到的伤害:"+(monster.getCriticalAttack() - player.getCriticalDefense())
                                + "\n玩家剩余的血量:"+player.getHealth()
                                +"\n玩家的防御力:"+player.getCriticalDefense());
                break;
        }
        System.out.println();

    }

}

 

 

 

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